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TheChubu

Member Since 13 Sep 2012
Offline Last Active Today, 12:10 PM

#5217537 Mantle programming guide and white paper released

Posted by TheChubu on 18 March 2015 - 09:06 PM

Sweet.




#5217508 arcsynthesis.org

Posted by TheChubu on 18 March 2015 - 07:09 PM

Eh no need to use the way back machine. If you followed the tutorial, at the beginning it says you should download the tutorial files from a BitBucket repository:

 

https://bitbucket.org/alfonse/gltut/downloads

 

The PDF version of the tutorial is inside the file.




#5216202 What are your opinions on DX12/Vulkan/Mantle?

Posted by TheChubu on 12 March 2015 - 08:57 PM

 One to store per-draw data 
Do you use some form of indexing into the UBO to fetch the data? I'm currently batching UBO updates (say, fit as many transforms, lights or materials as I can on one glBufferSubData call) and do a glUniform1i with an index, then index into the UBO to fetch the correct transform. This has the obvious limitation that I need one draw call per object being drawn to update the index uniform in between, but honestly I'm not sure how else I could do that. And AFAIK its also how its made in a nVidia presentation about batching updates.

 

Good thing is that I can do usually batches of 100 to 200 in one buffe rupdate call, bad thing is that I have equivalent number of draw and glUniform1i calls. Have in mind that I'm using OpenGL 3.3 here so no multi draw indirect stuff :D

 

And BTW, marking Promit's post as "Popular" is the understatement of the year (I never saw that badge before!). Thing hit like all the retweets and 300 comments on Reddit. You could sell Promit as internet traffic attractor if the site is low on cash :P




#5216106 How do you stop your game from being stolen/torrented?

Posted by TheChubu on 12 March 2015 - 12:25 PM

How do you stop your game from being torrented?
You cant.


#5215662 Weird winding behavior porting to GLES

Posted by TheChubu on 10 March 2015 - 09:31 AM


Since my understanding is that both of these systems should have the same default culling behavior, I'm wondering if I missed something in initialization? 
Yes, set the winding order to whatever you need on all platforms, don't rely on the default settings being properly set. Specially on mobile you're bound to hit a rough spot in some device somewhere that doesn't does what it should do.

 

Also: https://www.opengl.org/wiki/Face_Culling




#5215659 GLSL Working on Nvidia & not on AMD

Posted by TheChubu on 10 March 2015 - 09:20 AM

Pretty sure AMD's GLSL compiler will complain if you put 'f' at the end of float literals (because its not valid GLSL).

 

But yeah, when each shader is compiled, check if it compiled correctly, print log otherwise. Then link the program and check if it was linked correctly, print log otherwise. You won't get anywhere if you don't start to do that.

 

Also, use ARB_debug_output/KHR_debug.




#5215449 What are your opinions on DX12/Vulkan/Mantle?

Posted by TheChubu on 09 March 2015 - 11:35 AM


Congrats for ending up on John Carmack's twitter feed!
LMAO the clickbait title they guy gave it hahaha

 

He could have gone all the way:

 

"Nvidia's ex employee tells you 10 things you wouldn't believe about the company!"

"5 things nvidia isn't telling you about their drivers!"

"Weird facts from nvidia employee, shocking!"




#5215306 How do I know if I'm an intermediateprogramming level?

Posted by TheChubu on 08 March 2015 - 03:19 PM

This thread reads like one of those crappy personality tests you find around.

 

"You are an X, Xes do not like to Y, but are very Z when they put their mind to it."




#5215263 Texture atlas-ing without texture bleed-ing

Posted by TheChubu on 08 March 2015 - 07:53 AM

Oh god that video was infuriating! Its like the dude is constantly trying to get to the point, to explain something, to say something, but he keeps getting distracted by things, again and again, like some extremely short attention span hahahaha




#5215190 Vulkan is Next-Gen OpenGL

Posted by TheChubu on 07 March 2015 - 03:34 PM


Microsoft's argument against implementing WebGL in Internet Explorer was that even with just WebGL, you can already BSOD/kernel panic the user's machine.
Couldn't you do that with ActiveX too? :D


#5215117 Vulkan is Next-Gen OpenGL

Posted by TheChubu on 07 March 2015 - 06:01 AM

Well at this rate they might as well name it "Khronos stuff". 




#5215075 How do game engineers pack their data?

Posted by TheChubu on 06 March 2015 - 08:44 PM

I've been using OpenGEX format, there are export plugins for all major 3D editors, and one C++ import implementation, all in that page. There is also a Java OpenGEX importer, which is the one I am using since its self contained (ie, no need to use half of libGDX or jME like for other formats).

 

As other people said, its not a good idea to use text based formats for runtime though. Best to code up a tool that imports whatever exchange format you use and spits out a binary blob that your engine can easily load. 




#5214957 Intel gives better FPS than NVidia?

Posted by TheChubu on 06 March 2015 - 08:58 AM

I tried just a normal window test
where the window was 800x600 and I was drawing nothing

Honestly, if Intel tried to sell me a GPU saying "Well nVidia's is faster but Intel GPUs are 4x better at drawing empty windows!" it wouldn't be a solid point in their favor.

 

Seriously, you have an empty window, thats no benchmark for anything. Why would you even think otherwise? If it tells you anything is that the Intel is better at drawing nothing, with GPUs you actually want to draw things, that's what matters.

 

Anyone have a solution?
Yes! Don't worry about things that don't matter. Or keep worrying, just don't let anyone know.


#5214783 Vulkan is Next-Gen OpenGL

Posted by TheChubu on 05 March 2015 - 12:12 PM

Vulkan presentation is starting right now, here is some live blogging from it: https://steamdb.info/blog/vulkan-the-future-graphics/

 

It wont be streamed apparently, but they said videos will be available later.

 

EDIT: Live tweeting https://twitter.com/scottwasson

 

EDIT2:  This one is taking pics of the slides and all http://www.roadtovr.com/valve-presents-glnext-the-future-of-high-performance-graphics-live-blog-10am-pst/




#5214413 Source code with errors: http://ideone.com/eSWKwf

Posted by TheChubu on 04 March 2015 - 02:53 AM

Eh people, that looks like homework.






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